Skill and training Feedback
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Re: Skill and training Feedback - Devs on the case.
Yesterday I found out that combat actually does some progress on skill levels. I equipped a rattlesnake and let it kill xenons for a few hours. Crew was getting stars in engineering and some morale while the captain gained piloting and morale stars. Too bad that the engineering doesn’t count if you use them as pilots/captain :/
So far that is the only way were I actually saw some progress.
So far that is the only way were I actually saw some progress.
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Re: Skill and training Feedback - Devs on the case.
Hope to see a update soon. Really a buzz kill and I'm trying avoid modded right now.
Please devs even throw something in temp.
I would not mine it as normal loot junk from xenon and such too. Anything but this horrible afk grind.
Please devs even throw something in temp.
I would not mine it as normal loot junk from xenon and such too. Anything but this horrible afk grind.
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Re: Skill and training Feedback - Devs on the case.
Well it seems each time we ask them to make it easier they make it worse and harder. So maybe we need to ask them to make it harder lolradcapricorn wrote: ↑Tue, 7. Apr 20, 13:53Please don't. Something "temp" is what it already was. From like 1.32 or thereabout up to 3.0. I'd love something not "temp".
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Re: Skill and training Feedback - Devs on the case.
Yeah, wouldn't be much of an improvement if those getting grown attached to "the new temp" start raging once "the new temp" is replaced ...radcapricorn wrote: ↑Tue, 7. Apr 20, 13:53Please don't. Something "temp" is what it already was. From like 1.32 or thereabout up to 3.0. I'd love something not "temp".


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Re: Skill and training Feedback - Devs on the case.
There is a 3.1 Beta 1 under construction, but I've no idea of timescale. - I think it's likely improvements will be made, but I do expect it'll take a lot longer to come up with a definitive solution to skilling pilots. (which you just know is gonna send another bunch of players apoplectic
. - Oh, those poor devs...
)
I predict more skilling options (and quicker) for unskilled pilots.


I predict more skilling options (and quicker) for unskilled pilots.
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Re: Skill and training Feedback - Devs on the case.
If what Mackan found were correct ( below), I believe it would help quite a lot, if there were a whole lot more numerical stages with experience, shown when the mouse cursor is positioned over the stars.
For example, instead of 15 stages, make it 150, and when you mouse over the stars let it show "59/150" which would mean 1,66 Stars.
This would make it a lot better to read and give us players a better feedback if there was any progress.
For example, instead of 15 stages, make it 150, and when you mouse over the stars let it show "59/150" which would mean 1,66 Stars.
This would make it a lot better to read and give us players a better feedback if there was any progress.
Mackan wrote: ↑Sun, 5. Apr 20, 20:46Code: Select all
Pilot Average Percent Skill Rolls Chance {2} = 2.45 (~40.8%) {3} 1* = 4.68 (~21.4%) {4} = 11.02 (~9%) {5} = 32.03 (~3.1%) {6} 2* = 66.42 (~1.5%) {7} = 138.00 (~0.72%) {8} = 362.78 (~0.28%) {9} 3* = 776.76 (~0.13%) {10} = 2148.75 (~0.05%) {11} = 4403.12 (~0.02%) {12} 4* = 10499.32 (~0.01%) {13} = 25192.12 (~0.004%) {14} = 64724.24 (~0.002%) {15} 5* = 142095.19 (~0.0007%)
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Re: Skill and training Feedback - Devs on the case.
*LOVE* the changes in the public beta. - I've now a team of trade ships recruiting from stations. - Beautiful and engaging. Great system.
THANK YOU!
THANK YOU!

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Re: Skill and training Feedback - Devs on the case.
Wait, what changed exactly for this? I'm seeing reports of expensive skilled hires you can find on stations!
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Re: Skill and training Feedback - Devs on the case.
i to lazy to check the beta, if you log in can you check the cargo hold of the Wyvern?
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Re: Skill and training Feedback - Devs on the case.
Faction station crew, always hireable, now possess varying levels of skill. - I just picked up a 2* manager for 357,000, first station crew I came across. - I dunno what the skill range is, but I love it. I I've a fleet of 5 Hermes Vanguard, bought with just a captain, with which I'm scouring the stations for talent. Really is a far more engaging way of doing it than Seminars, and I guess I could get a couple of ships filled with pilots and managers after a session.
oooh, and 3* marines for 570,000.
oooh, and 3* marines for 570,000.
Last edited by Gavrushka on Tue, 7. Apr 20, 22:37, edited 1 time in total.
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Re: Skill and training Feedback - Devs on the case.
Great solution, even if more is done later! Thanks, Egosoft!
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Re: Skill and training Feedback - Devs on the case.
NESA, anyone?..
People berated Rebirth exactly because you had to scour for personnel manually. Docking, walking, talking, playing ridiculous mini-games to discover skills. Then Egosoft added the option to hire directly from space... without knowing skills. And thus the system was... cough improved cough.
Now we can know skills, but docking, walking, talking, once again. Or we can hire infants and hope that some training procs in 50 hours. Or we can play boring missions for one seminar at a time. We have options. Yay!
And the elevator interaction breaks more often now. Interesting...
People berated Rebirth exactly because you had to scour for personnel manually. Docking, walking, talking, playing ridiculous mini-games to discover skills. Then Egosoft added the option to hire directly from space... without knowing skills. And thus the system was... cough improved cough.
Now we can know skills, but docking, walking, talking, once again. Or we can hire infants and hope that some training procs in 50 hours. Or we can play boring missions for one seminar at a time. We have options. Yay!
And the elevator interaction breaks more often now. Interesting...
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Re: Skill and training Feedback - Improved in 3.10 beta 1.
I loved that about Rebirth! LOL
Ah, the elevators (and NPC interaction) is breaking, but it appears only if you're piloted to a station. If you fly yourself, it works. (Or did every time for me.)
And the addition of hireable staff is an addition. - Seminars still exist. - It's just another tool for the sandbox, and one that suits an entirely different group of players. - I'm on that list, so woot!
Ah, the elevators (and NPC interaction) is breaking, but it appears only if you're piloted to a station. If you fly yourself, it works. (Or did every time for me.)
And the addition of hireable staff is an addition. - Seminars still exist. - It's just another tool for the sandbox, and one that suits an entirely different group of players. - I'm on that list, so woot!

Last edited by Gavrushka on Tue, 7. Apr 20, 23:00, edited 1 time in total.
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Re: Skill and training Feedback - Devs on the case.
Report the elevator issues in another post and add as much details as possible and a way to repeat it.radcapricorn wrote: ↑Tue, 7. Apr 20, 22:55 NESA, anyone?..
People berated Rebirth exactly because you had to scour for personnel manually. Docking, walking, talking, playing ridiculous mini-games to discover skills. Then Egosoft added the option to hire directly from space... without knowing skills. And thus the system was... cough improved cough.
Now we can know skills, but docking, walking, talking, once again. Or we can hire infants and hope that some training procs in 50 hours. Or we can play boring missions for one seminar at a time. We have options. Yay!
And the elevator interaction breaks more often now. Interesting...
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Re: Skill and training Feedback - Improved in 3.10 beta 1.
Thanks Devs I love actually doing more on stations. I wish there was always more things / content it felt kind of more lame in X4 vs Rebirth. I love having a Balance.
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Re: Skill and training Feedback - Improved in 3.10 beta 1.
+1
(Workaround with non-interactive stations appears to be dock yourself rather than be a passenger. Reload seems to work too. - Not tried, but cycling through the views might work too.)
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Re: Skill and training Feedback - Improved in 3.10 beta 1.
+1, please give us even more (optionally) to do on stations!
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Re: Skill and training Feedback - Devs on the case.
Missed the humour in that one, but there's a bug report complete now with video, save and also what I *think* is a method to reproduce reliably. - I imagine there'll be a Hotfix soon if they can identify the cause readily.
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One slight issue with the pricing of buyable skilled NPCs at the minute is their price seems to be dependent on their total number of stars, so a 'jack of all trades' can cost well over a million, but not really be any more use than a 2* skilled in a specific role.